Files
panopainter/src/app_vr.cpp

487 lines
20 KiB
C++

#include "pch.h"
#include "app.h"
#include "util.h"
#include "shape.h"
#ifdef _WIN32
bool win32_vr_start();
void win32_vr_stop();
#endif
bool trigger_down = false;
cbuffer<glm::vec3> controller_points(10);
glm::vec3 controller_last_point;
const VRController* down_controller = nullptr;
glm::vec2 controller_cursor;
bool ui_inside = false;
bool ui_capture = false;
Sphere controller_ray;
bool App::vr_start()
{
#ifdef _WIN32
return win32_vr_start();
#else
return false;
#endif
}
void App::vr_stop()
{
#ifdef _WIN32
win32_vr_stop();
#endif
}
void App::vr_draw_ui()
{
uirtt.bindFramebuffer();
uirtt.clear();
glViewport(0, 0, uirtt.getWidth(), uirtt.getHeight());
glEnable(GL_SCISSOR_TEST);
auto observer = std::bind(&App::update_ui_observer, this, std::placeholders::_1);
for (int i = 1; i < layout[main_id]->m_children.size(); i++)
layout[main_id]->m_children[i]->watch(observer);
//msgbox->watch(observer);
glDisable(GL_SCISSOR_TEST);
uirtt.unbindFramebuffer();
}
void App::vr_update(float dt)
{
if (!vr_controllers_enabled)
return;
canvas->m_canvas->m_cam_fov = 60;
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
glm::mat4 m = (
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov)
);
glm::mat4 mm = glm::inverse(m);
auto o = glm::vec3(m * glm::vec4(0, 0, 0, 1));
auto r = glm::normalize(glm::vec3(glm::vec4(1, 0, 0, 0) * mm));
auto n = glm::normalize(glm::vec3(glm::vec4(0, 0, 1, 0) * mm));
auto u = glm::normalize(glm::vec3(glm::vec4(0, 1, 0, 0) * mm));
auto co = vr_controllers[0].get_pos();
auto cd = glm::mat3(vr_controllers[0].m_mat) * glm::vec3(0, 0, -1);
ui_inside = false;
glm::vec3 hit;
float t;
if (ray_intersect(co, cd, o, n, r, hit, t))
{
glm::mat4 plane_camera = m;
glm::vec4 plane_local = (mm * glm::vec4(hit, 1));
if (glm::all(glm::lessThanEqual(glm::abs(xy(plane_local)), glm::vec2(1.0f))))
{
controller_cursor.x = -(-plane_local.x * 0.5f - 0.5f) * width;
controller_cursor.y = (-plane_local.y * 0.5f + 0.5f) * height;
if (!down_controller && ui_visible)
{
ui_task_async([this,p=controller_cursor] {
mouse_move(p.x, p.y, 1.f, kEventSource::Mouse, false);
});
ui_inside = true;
}
}
}
if (down_controller)
{
glm::vec3 head_position = vr_head[3];
glm::vec3 c_pos = glm::normalize(down_controller->get_pos() - head_position) * 800.f;
controller_points.add(c_pos);
auto p = controller_points.average();
if (glm::distance(p, controller_last_point) > 1)
{
render_task_async([p, f=down_controller->get_trigger_value()]{
Canvas::I->stroke_update(p, f);
Canvas::I->stroke_draw();
});
controller_last_point = p;
redraw = true;
}
}
}
void App::vr_analog(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 force)
{
if (!vr_controllers_enabled)
return;
if (b == VRController::kButton::Trigger)
{
if (!down_controller && (ui_inside || ui_capture) && ui_visible)
{
if (a == VRController::kAction::Press)
{
ui_task_async([this, p=controller_cursor] {
mouse_down(0, p.x, p.y, 1.f, kEventSource::Mouse, false);
});
ui_capture = true;
}
else
{
ui_task_async([this, p=controller_cursor] {
mouse_up(0, p.x, p.y, kEventSource::Mouse, false);
});
ui_capture = false;
}
}
else
{
if (a == VRController::kAction::Press)
{
glm::vec3 head_position = vr_head[3];
glm::vec3 c_pos = glm::normalize(c.get_pos() - head_position) * 800.f;
render_task_async([=] {
Canvas::I->stroke_start(c_pos, force.x);
});
controller_last_point = c_pos;
controller_points.clear();
down_controller = &c;
}
if (a == VRController::kAction::Release)
{
down_controller = nullptr;
render_task_async([this] {
Canvas::I->stroke_end();
});
}
}
}
}
void App::vr_digital(const VRController& c, VRController::kButton b, VRController::kAction a, glm::vec2 axis)
{
if (!vr_controllers_enabled)
return;
if ((b == VRController::kButton::A || b == VRController::kButton::Menu || b == VRController::kButton::Pad)
&& a == VRController::kAction::Press)
{
if (glm::length(axis) < 0.5f)
{
if (!ui_visible)
Canvas::I->m_cam_rot = vr_rot;
ui_task_async([this] {
toggle_ui();
});
}
}
}
void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat4& pose)
{
//glm::mat4 ortho_proj = glm::ortho(0.f, box.z, 0.f, box.w, -1000.f, 1000.f);
//glm::mat4 proj = glm::perspective(glm::radians(m_canvas->m_cam_fov), box.z / box.w, 0.01f, 1000.f);
//glm::mat4 camera = glm::eulerAngleXY(m_canvas->m_cam_rot.y, m_canvas->m_cam_rot.x) *
// glm::translate(m_canvas->m_cam_pos);
// auto plane_mvp = proj * camera * transform *
// glm::scale(glm::vec3(sz, 1));
//glm::extractEulerAngleXYZ(camera, vr_rot.y, vr_rot.x, vr_rot.z);
glm::vec3 origin = glm::vec3(0, 0, -1) * glm::transpose(glm::mat3(pose));
vr_rot = glm::lookAt({ 0, 0, 0 }, origin, { 0, 1, 0 });
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(canvas->m_canvas->m_layers.size() * 20)) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
ShaderManager::use(kShader::Checkerboard);
ShaderManager::u_int(kShaderUniform::Colorize, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
m_face_plane.draw_fill();
}
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
for (size_t i = 0; i < canvas->m_canvas->m_layers.size(); i++)
{
auto layer_index = i;
for (int plane_index = 0; plane_index < 6; plane_index++)
{
if (!(canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index) &&
(!canvas->m_canvas->m_layers[layer_index]->m_visible ||
canvas->m_canvas->m_layers[layer_index]->m_opacity == .0f ||
!canvas->m_canvas->m_layers[layer_index]->face(plane_index)))
continue;
int z = (int)(canvas->m_canvas->m_layers.size() - i);
auto plane_mvp_z = proj * camera *
glm::scale(glm::vec3(100.f)) *
//glm::eulerAngleYXZ(yaw, pitch, roll) *
canvas->m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1));
if (canvas->m_canvas->m_current_mode == kCanvasMode::Erase && canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
{
sampler.bind(0);
sampler.bind(1);
sampler.bind(2);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.rtt(plane_index).bindTexture();
m_face_plane.draw_fill();
canvas->m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
}
else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
{
const auto& b = canvas->m_canvas->m_current_stroke->m_brush;
sampler.bind(0);
sampler.bind(1);
sampler.bind(2);
sampler.bind(3);
sampler_stencil.bind(4);
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
canvas->m_canvas->m_tmp_dual[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE3);
if (b->m_dual_enabled)
canvas->m_canvas->m_tmp_dual[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE2);
canvas->m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1);
canvas->m_canvas->m_tmp[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
}
else
{
sampler.bind(0);
ShaderManager::use(kShader::TextureAlpha);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
m_face_plane.draw_fill();
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).unbindTexture();
}
}
}
App::I->grid->draw_heightmap(proj, camera, false);
float tan_fov = glm::tan(glm::radians(canvas->m_canvas->m_cam_fov / 2.f));
glm::vec3 aspect = { (float)uirtt.getWidth() / (float)uirtt.getHeight(), 1.f, 1.f };
// draw the frame
if (ui_visible)
{
auto mvp = proj * camera *
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
m_face_plane.draw_stroke();
}
glDisable(GL_DEPTH_TEST);
// draw the brush
/*
auto mode = dynamic_cast<CanvasModePen*>(canvas->m_canvas->modes[(int)canvas->m_canvas->m_current_mode][0]);
if (ui_visible && ui_inside && mode)
{
auto pos = mode->m_resizing ? mode->m_size_pos_start : mode->m_cur_pos;
if (keys[(int)kKey::KeyAlt] && !mode->m_resizing)
pos.x = pos.x - canvas->m_canvas->m_current_brush->m_tip_size * 500;
auto cur = (glm::vec2(pos.x / width, 1.f - pos.y / height) - 0.5f) * 2.f;
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
proj * camera *
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / height)) *
glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
tex.bind();
sampler_linear.bind(0);
m_face_plane.draw_fill();
tex.unbind();
}
*/
// draw the 2D UI
if (ui_visible)
{
auto mvp = proj * camera *
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(0, 0, -1)) *
glm::scale(aspect * tan_fov);
sampler_linear.bind(0);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
glActiveTexture(GL_TEXTURE0);
uirtt.bindTexture();
m_face_plane.draw_fill();
uirtt.unbindTexture();
}
// draw the cursor
if (ui_visible /*&& ui_inside*/)
{
auto cur = (glm::vec2(cursor.x / width * zoom, 1.f - cursor.y / height * zoom) - 0.5f) * 2.f;
auto mvp = proj * camera *
glm::scale(glm::vec3(100)) *
glm::transpose(canvas->m_canvas->m_cam_rot) *
glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1));
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.01)));
m_face_plane.draw_fill();
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.005)));
m_face_plane.draw_fill();
}
// draw the motion controller sphere
if (vr_controllers_enabled && ui_visible && ui_inside)
{
auto mvp = proj * camera * vr_controllers[0].m_mat;
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 1, 1 });
ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.0125, .0125, .07)));
sphere.draw_fill();
}
// draw the motion controller brush
if (vr_controllers_enabled && (!ui_visible || !ui_inside))
{
glm::vec3 cpos = vr_controllers[0].get_pos() - xyz(pose[3]);
auto pos = glm::translate(glm::normalize(cpos) * 100.f);
ShaderManager::use(kShader::StrokePreview);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow);
ShaderManager::u_int(kShaderUniform::DrawOutline, false);
auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1);
ShaderManager::u_vec4(kShaderUniform::Col, tip_color);
ShaderManager::u_mat4(kShaderUniform::MVP,
proj * camera * pos *
glm::inverse(glm::lookAt({ 0, 0, 0 }, cpos, { 0, 1, 0 })) *
glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 100.f / height)) *
glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
auto& tex = *canvas->m_canvas->m_current_brush->m_tip_texture;
tex.bind();
sampler_linear.bind(0);
m_face_plane.draw_fill();
tex.unbind();
}
glm::mat4 ortho_proj(1);
/*
for (auto& mode : *canvas->m_canvas->m_mode)
mode->on_Draw(ortho_proj, proj, camera);
glDisable(GL_DEPTH_TEST);
if (canvas->m_canvas->m_smask_active)
{
canvas->m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
canvas->m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
}
// keep drawing the grids
if (canvas->m_canvas->m_current_mode != kCanvasMode::Grid)
for (auto& mode : Canvas::modes[(int)kCanvasMode::Grid])
mode->on_Draw(ortho_proj, proj, camera);
*/
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
sampler.unbind();
}